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earthquake_3d_viewer_front/three/examples/webgpu_multiple_rendertarge...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - multiple render targets</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank">threejs</a> webgpu - multiple rendertargets
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { mix, vec2, step, texture, uv, screenUV, normalWorld, output, mrt } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer, torus;
let postProcessing, renderTarget;
init();
function init() {
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
document.body.appendChild( renderer.domElement );
// Create a multi render target with Float buffers
renderTarget = new THREE.RenderTarget(
window.innerWidth * window.devicePixelRatio,
window.innerHeight * window.devicePixelRatio,
{ count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
);
// Name our G-Buffer attachments for debugging
renderTarget.textures[ 0 ].name = 'output';
renderTarget.textures[ 1 ].name = 'normal';
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x222222 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.z = 4;
const loader = new THREE.TextureLoader();
const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
diffuse.colorSpace = THREE.SRGBColorSpace;
diffuse.wrapS = THREE.RepeatWrapping;
diffuse.wrapT = THREE.RepeatWrapping;
const torusMaterial = new THREE.NodeMaterial();
torusMaterial.colorNode = texture( diffuse, uv().mul( vec2( 10, 4 ) ) );
torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ), torusMaterial );
scene.add( torus );
// MRT
renderer.setMRT( mrt( {
'output': output,
'normal': normalWorld
} ) );
// Post Processing
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = mix( texture( renderTarget.textures[ 0 ] ), texture( renderTarget.textures[ 1 ] ), step( 0.5, screenUV.x ) );
// Controls
new OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
const dpr = renderer.getPixelRatio();
renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
}
function render( time ) {
torus.rotation.y = ( time / 1000 ) * .4;
// render scene into target
renderer.setRenderTarget( renderTarget );
renderer.render( scene, camera );
// render post FX
renderer.setRenderTarget( null );
postProcessing.render();
}
</script>
</body>
</html>